140 const bool capital,
int turns,
369 * (capital + 1) *
amount / 100;
450 v += (8 * v *
amount + num);
473 v +=
amount * (2 * c + num) / 50;
477 v +=
amount * (2 * c + num) / 70;
482 v +=
amount * (3 * c + num);
495 v += ((2 * c + num) *
amount) / 400;
499 v += (num + 4) *
amount / 200;
558 v += (num + 4) *
amount / 250;
643 v +=
amount * 5 * 5 / 100;
729 (
double) bonus / 1000.0)
802 if (
pgov->ai.better) {
822 const struct player *pplayer,
825 switch (
preq->source.kind) {
833 const struct impr_type *pimprove =
preq->source.value.building;
846 }
else if (
preq->present) {
916 return preq->present;
920 return preq->present;
924 return !
preq->present;
944 return preq->present;
#define action_id_get_role(act_id)
bool adv_wants_science(struct player *pplayer)
int ai_trait_get_value(enum trait tr, struct player *pplayer)
int city_granary_size(int city_size)
bool city_can_grow_to(const struct city *pcity, int pop_size)
int city_map_radius_sq_get(const struct city *pcity)
#define city_tile(_pcity_)
static citizens city_size_get(const struct city *pcity)
#define city_owner(_pcity_)
bool dai_can_requirement_be_met_in_city(const struct requirement *preq, const struct player *pplayer, const struct city *pcity)
adv_want dai_effect_value(struct player *pplayer, const struct adv_data *adv, const struct city *pcity, const bool capital, int turns, const struct effect *peffect, const int c, const int nplayers)
adv_want dai_content_effect_value(const struct player *pplayer, const struct city *pcity, int amount, int num_cities, int happiness_step)
static int num_affected_units(const struct effect *peffect, const struct adv_data *ai)
static bool have_better_government(const struct player *pplayer, const struct government *pgov)
static int get_entertainers(const struct city *pcity)
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit int const struct action *paction struct unit struct city * pcity
int get_city_bonus(const struct city *pcity, enum effect_type effect_type)
int get_target_bonus_effects(struct effect_list *plist, const struct req_context *context, const struct req_context *other_context, enum effect_type effect_type)
enum effect_type user_effect_ai_valued_as(enum effect_type real)
int get_player_bonus(const struct player *pplayer, enum effect_type effect_type)
signed short Continent_id
bool can_change_to_government(struct player *pplayer, const struct government *gov)
bool has_handicap(const struct player *pplayer, enum handicap_type htype)
bool can_improvement_go_obsolete(const struct impr_type *pimprove)
Impr_type_id improvement_index(const struct impr_type *pimprove)
bool improvement_obsolete(const struct player *pplayer, const struct impr_type *pimprove, const struct city *pcity)
#define log_error(message,...)
#define iterate_outward(nmap, start_tile, max_dist, itr_tile)
#define iterate_outward_end
#define adjc_iterate(nmap, center_tile, itr_tile)
int player_multiplier_effect_value(const struct player *pplayer, const struct multiplier *pmul)
bool players_on_same_team(const struct player *pplayer1, const struct player *pplayer2)
struct player_diplstate * player_diplstate_get(const struct player *plr1, const struct player *plr2)
#define players_iterate_end
#define players_iterate(_pplayer)
#define players_iterate_alive_end
#define players_iterate_alive(_pplayer)
int normal_player_count(void)
bool nation_is_in_current_set(const struct nation_type *pnation)
#define requirement_vector_iterate_end
#define requirement_vector_iterate(req_vec, preq)
#define requirement_fulfilled_by_unit_class(_uc_, _rqs_)
int research_goal_unknown_techs(const struct research *presearch, Tech_type_id goal)
struct research * research_get(const struct player *pplayer)
int get_specialist_output(const struct city *pcity, Specialist_type_id sp, Output_type_id otype)
#define specialist_type_iterate_end
#define specialist_type_iterate(sp)
struct adv_data::@95 dipl
struct adv_data::@96::@98 govt
struct adv_data::@96 goal
struct adv_area_info * oceans
struct player * production_leader
struct adv_data::@92 threats
struct adv_area_info * continents
struct adv_data::@93 explore
struct adv_data::@94::@97 units
struct player * tech_leader
struct player * spacerace_leader
struct adv_data::@94 stats
struct packet_game_info info
struct civ_game::@32::@36 server
struct government * better
struct government::@43 ai
struct requirement_vector reqs
bool team_pooled_research
enum tech_leakage_style tech_leakage
enum spaceship_state state
struct city_list * cities
struct government * government
const struct ai_type * ai
struct player_spaceship spaceship
struct unit_type::@90 adv
struct unit::@84::@87 server
bool is_terrain_class_near_tile(const struct civ_map *nmap, const struct tile *ptile, enum terrain_class tclass)
#define is_ocean_tile(ptile)
struct city * tile_city(const struct tile *ptile)
#define tile_continent(_tile)
int trade_base_between_cities(const struct city *pc1, const struct city *pc2)
int city_num_trade_routes(const struct city *pcity)
unsigned max_trade_routes(const struct city *pcity)
#define trade_partners_iterate_end
#define trade_partners_iterate(c, p)
#define TRAIT_DEFAULT_VALUE
struct unit_type * best_role_unit(const struct city *pcity, int role)
struct unit_type * get_role_unit(int role, int role_index)
int num_role_units(int role)
#define unit_class_iterate(_p)
#define uclass_index(_c_)
#define unit_class_iterate_end
bool victory_enabled(enum victory_condition_type victory)